Using Games and Simulations to Scaffold Experiential Learning in Global Politics

Author(s):  
Veronica Kitchen

The chapter sets the scope, rationale and purpose of the book. It then covers a number of related topics, principally a review of learning theories and considers Bloom's well known learning taxonomy, and at which levels games of the mixed reality genre can be associated. The impact of games and simulations in learning is backed up by evidence from a survey of opinions as to which types of learning raise achievement levels the most. It also introduces the concepts of Experiential Learning (EL), Problem Based Learning (PBL) and Simulation Based Training (SBT) and then considers recent developments in education such as digital games, e-learning, distance and blended learning. It concludes with a review of earlier assessments of the value of games and an introduction to the suggested elements of good design in mixed reality games.


2021 ◽  
Vol 5 (1) ◽  
pp. 32-43
Author(s):  
Alina Zapalska

This paper illustrates an experiential learning exercise that is designed to be played in an engineering undergraduate program. The author uses simulation that creates an active and experiential learning environment in which individual teams make decisions based on imperfect information and conflicting goals.  The simulation allows players to control certain aspects of the information flow relevant to the market, to develop relevant business strategies and communication skills, and to establish understanding of ethical values that are relevant to business environment. The simulation was designed to allow engineering students to advance and practice business skills that are essential for engineers to stay successful in an increasingly competitive business environment. The objective is to extract maximum learning from the experience using an experiential learning model. This paper contributes to the literature on designing active learning with the use of games and simulations while utilizing the Kolb experiential learning model.


1990 ◽  
Vol 16 (2) ◽  
pp. 307-336 ◽  
Author(s):  
Bernard Keys ◽  
Joseph Wolfe

This review takes a broad look at the management gaming movement and summarizes how the field has evolved to its current state. The article defines terms and parametersfor the management gamingfield and briefly reviews the history of business gaming. Several models of experiential learning applicable to gaming are explained. Included are studies on the educational value of management games and a review of the literature that deals with management games and simulations as research laboratories. Some of the field's trends and future developments are also projected.


2022 ◽  
pp. 1149-1172
Author(s):  
John Denholm ◽  
Linda Lee-Davies

The chapter sets the scope, rationale and purpose of the book. It then covers a number of related topics, principally a review of learning theories and considers Bloom's well known learning taxonomy, and at which levels games of the mixed reality genre can be associated. The impact of games and simulations in learning is backed up by evidence from a survey of opinions as to which types of learning raise achievement levels the most. It also introduces the concepts of Experiential Learning (EL), Problem Based Learning (PBL) and Simulation Based Training (SBT) and then considers recent developments in education such as digital games, e-learning, distance and blended learning. It concludes with a review of earlier assessments of the value of games and an introduction to the suggested elements of good design in mixed reality games.


2017 ◽  
Vol 2 (7) ◽  
pp. 5-12 ◽  
Author(s):  
Lata A. Krishnan ◽  
Christi Masters ◽  
Jennifer M. Simpson

Service learning (SL) is a form of experiential learning in which students are involved in community service activities that are related to academic course objectives. A key aspect that separates SL from other forms of experiential learning is the mutually beneficial nature of the service activities. Much of the SL and international SL (ISL) literature has focused on positive learning outcomes for students, with much less focus on the benefits of SL to the community. Speech, Language, and Hearing Services (SLHS) in Zambia is an intensive SL short-term study abroad program. This paper describes the benefits to the community via the SLHS in Zambia program.


Author(s):  
Alain Noel ◽  
Jean-Philippe Therien

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